The interface of Another Story has evolved quite a bit since its debut.

From a purely technical point of view, there have been 3 versions of the game:

The one started in 2016

[insert 2016 interface images]

Scribbled on psd files when I was playing with my graphics tablet, this first version of Another Story was meant to be quite basic but clean.

There was an idea to move away from rectangles to play on more dynamic angles like Persona 5 (Yes no, the influence is not visible at all. I’m ashamed just to mention it but it’s the truth…)
But it was by starting the work on the gallery and the “character profiles” function that I realized it didn’t work. There was too much wasted space and paradoxically a lot of emptiness difficult to fill.

The first revamp of 2019

[insert 2019 interface images]

This first revamp relies heavily on my tests on a side project named One Room Script which was intended to be a small short game experimenting with work on a 4k resolution.
I mainly wanted to make the interface more modern and give it graphic consistency between the different screens.

My main thread being much more advanced at that time, I started to use the “pixel”/“fragments” element in the menus as well. The highlight being the home screen where we see a fragmented Kyoko.

The current version of 2026

[insert 2026 interface images]

Now that the content of the full game is fixed, I was able to take some time back to resume the work on the UI of Another Story.

I wanted to keep the 2019 aesthetic that I got used to, while integrating more features (glossary, history, character profiles, change of reading font) and especially by correcting the screens so as to make navigation more fluid.

In short, doing the same thing without it being really the same thing!